Faclan
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Post by Faclan on Jun 2, 2016 2:37:41 GMT -6
Sorry for the wait but here goes! LaxKnight SuperCommando Spartan 999 HukaThis is gona be mostly 5th edition rules for the DnD stuff and rolls to determine combat and persuasion and door opening skills. This thread I'll try to answer questions you may have but for simplicitys sake please make a Mythweavers 5th edition sheet so its easier for me to see your stats. Also since this is Sci-Fi the 'adventures pack' will be full of modern rations and basic first aid stuff as well as the rations and rope. Just replace the torches and tinderbox with firestarters and a flashlight. This is the basic rulebook that we will be using since it was the most complete; Wooo not mine i dont take creditAnd my character sheet, I know I'm the DM but may need to have a character after we start off. But I may have some if it wrong since still getting the hang of 5th edition but hopefully we'l all have fun. If you want to make an alien character and an alien class let me know and we'l try to work up some stats for you since the rulebook listened doesn't have aliens in it. Once we have a few character profiles up we shall begin :>. Please start at level one and the first 'mission' will likely be some spelunking and scouting if that helps to make your character. Talksis, Winter Scout
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Post by LaxKnight on Jun 2, 2016 3:31:22 GMT -6
What if we want to play one of the subclasses that aren't included? (Nighstalker, Stormcaller, Sunbreaker)
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Faclan
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Post by Faclan on Jun 2, 2016 7:35:52 GMT -6
Ummm...I think just for simplicity sake and allowing us to start lets leave those aside for now. If the mission goes well you may be able to upgrade to one of those classes later.
Hope thats alright D:
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Post by LaxKnight on Jun 2, 2016 7:41:07 GMT -6
So how are Exotics going to work?
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Faclan
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Post by Faclan on Jun 2, 2016 8:35:43 GMT -6
Do you mean exotic weapons? If so then it will just have special modifiers to attacks or give you stat bonuses or stuff like 'favored enemy all' Or it may just do increased damage compared to normal weapons or be able to avoid a long reload (in the case of a rocket launcher)
If/when you find one that is.
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Post by LaxKnight on Jun 2, 2016 8:56:58 GMT -6
Referring to the exotic weapons and armor. There are some pretty awesome ones I hope to acquire at some point. *Cough* Celestial Nighthawk *cough*
Edit: I'm assuming since we are lvl 1 we start with common AKA white gear?
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Faclan
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Post by Faclan on Jun 2, 2016 9:48:01 GMT -6
We are starting small so yes, basic equipment and basic stuff. Fancy stuff is later once we are off the ground.
Since its not given in the rulebook thing I'll give the base AC if each class is as follows;
'Wizard' Type classes: 12
'Scout' Type classes: 14
'Tank' Type Classes: 16
And everyone will have a type of ground transport (Sparrow for most) but it won't be owned by you yet, just borrowed from your bosses. You can buy one later.
Also feel free to ask questions here, other people probably have them too and we are all learning this together.
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Post by SuperCommando on Jun 2, 2016 10:55:41 GMT -6
Here's my initial character sheet. Still trying to figure out actual personality and such, just wanted to get some of the stats out of the way. Definitely going for a really tanky build by dropping my highest ability score into Constitution and using Exo/Striker traits to boost my HP and AC. www.myth-weavers.com/sheet.html#id=831984At this point my biggest question is how weapons are going to be handled. Unfortunately, the Equipment section of the rulebook is quite lacking.
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Post by SuperCommando on Jun 2, 2016 11:42:39 GMT -6
A suggestion for all to consider:
During my RP beta testing for Halo-style D&D I developed some house rules for automatic firearms that we could possibly apply here, with some adjustments.
Those rules are based on a standard assault rifle.
Knowing that guns realistically do more damage than melee weapons, when I was creating these rules I considered just upping the damage dice (like the Destiny rulebook does, it lists auto rifles as 1d10 damage), but I decided that multiple smaller dice were more consistent than 1 big die. Multiple smaller dice tend to roll an average range of values, whereas one big dice could either be really damaging or barely damaging at all depending on the roll. So that’s why I like 2d6 better. Plus it works nicely with the “alternate firing methods” mechanic.
For other weapon types (like scout rifles, hand cannons, etc) , or even for different individual guns of the same weapon type (like a normal auto rifle and Exotic auto rifles), you could have fun changing the numbers to have different damage dice and a different amount of Ammunition Charges. Exotic weapons could also have crazy special effects, basically serving as magic items from normal D&D.
Plus the rulebook has other interesting mechanics to contribute as well, like “Pellet Shot” (half damage at long range, Advantage on damage rolls on adjacent enemies), and “Explosive” (AOE damage). For our purposes, these house rules would replace the rulebook’s “Burst fire” mechanic.
What do you guys think? Particularly you Fac, being DM.
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Post by LaxKnight on Jun 2, 2016 12:07:51 GMT -6
I know some rules we can borrow from the game Dark Hersey (calm down, it's a real rulebook). It uses a different system (d100) but it uses both melee and guns actively in it. I believe the rules relating to guns and rate of fire when attacking could be adapted for this campaign. I could post them here if you guys are interested and I get off work.
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Post by LaxKnight on Jun 2, 2016 14:31:48 GMT -6
Sorry for double post but what are we rolling for attributes?
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Post by SuperCommando on Jun 2, 2016 14:43:18 GMT -6
I did what the normal 5e PHB says and rolled 4d6, then removed the lowest die.
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Huka
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The Hunter
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Post by Huka on Jun 2, 2016 21:08:26 GMT -6
Since Supercommando is going for the tank, I'll go for the lawfully evil revenge-obligated Cabal legionnaire of brutal efficiency and Imperial honour from a exiled legion. Simply, yes? The hard part, reading all of the Cabal fluff for 95% character perfection. Ra'aum of the Broken Legion
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Post by LaxKnight on Jun 2, 2016 21:36:40 GMT -6
Not completely done but 90% of the stats I plan on using. Got some questions on some stuff but mainly just need to write bio/personality which I kind of have figured out. Going Gunslinger. :cool: Joanne Bellsing, Hunter Gunslinger
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Faclan
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Post by Faclan on Jun 3, 2016 4:58:23 GMT -6
Great looking characters so far all Gona make some little notes as we go but got an important question at the bottom; * Feel free to discuss the damage numbers, we're all in this together ** Oh and 'Precision' weapons (handcannon, sniper rifle, scout rifle, most melee weapons) will also have a crit on a 19 OR 20, to make up for the fact that automatic weapons often do more flat damage that them. Hope that works. SuperCommando I like your damage idea and as such will be editing some of the numbers in the back of the book when that particular weapon type comes up. Thanks for the idea. And for you here will be your damage numbers; The Auto Rifle will be 1d3 Per shot, and you can fire up to 5 shots per turn, different chance to hit per shot. For the fusion rifle the damage will be 5d4 but it takes 1 round to charge up before you can fire (and since its shotgun like you only need to roll to hit once, but you also need to be fairly close). And you also have your titan punch which will be an easy 1d8. LaxKnight I think the Handcannon's damage would be 1d10 and the sniper rifle 4d4 to try and not have a kinda wacky 2d12 at the start. Does that sound reasonable? Also your cool knife would be 1d8 (not counting a sneak attack) Huka Depending on if your slug rifle is single or automatic will depend if it falls into the 'precision' weapon category. But if its single itl be 1d10 or 3d4 if automatic. And the bayonet damage is good since big rhino man. And for the important question; my thinking for a starting place is near the start of Vanilla Destiny. So the Dark Heart still pumping. Is that ok for everyone or is there a specific time you are wanting? Also anyone else is free to join if they want but I'll probably have it five-six or less till we get a little ways in.
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Post by LaxKnight on Jun 3, 2016 6:12:06 GMT -6
I'm fine with whatever time we use. I can adapt. I wasn't able to get those rules I was talking about here yesterday but I could do it later today if people are interested.
I'll add those to my profile and finish the bio/personality today.
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Post by LaxKnight on Jun 5, 2016 14:47:17 GMT -6
Finished my character. Hope to start this soon.
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Post by SuperCommando on Jun 6, 2016 13:37:51 GMT -6
Awesome character, Lax!
Added a little more to my sheet, and updated the weapons. Almost got personality and backstory worked out (currently thinking he'll be a follower of the Future War Cult and have a cynical attitude), so right now what I'm still struggling with is what to do for equipment...
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Huka
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The Hunter
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Post by Huka on Jun 6, 2016 14:31:06 GMT -6
Great looking characters so far all Gona make some little notes as we go but got an important question at the bottom; * Feel free to discuss the damage numbers, we're all in this together ** Oh and 'Precision' weapons (handcannon, sniper rifle, scout rifle, most melee weapons) will also have a crit on a 19 OR 20, to make up for the fact that automatic weapons often do more flat damage that them. Hope that works. SuperCommando I like your damage idea and as such will be editing some of the numbers in the back of the book when that particular weapon type comes up. Thanks for the idea. And for you here will be your damage numbers; The Auto Rifle will be 1d3 Per shot, and you can fire up to 5 shots per turn, different chance to hit per shot. For the fusion rifle the damage will be 5d4 but it takes 1 round to charge up before you can fire (and since its shotgun like you only need to roll to hit once, but you also need to be fairly close). And you also have your titan punch which will be an easy 1d8. LaxKnight I think the Handcannon's damage would be 1d10 and the sniper rifle 4d4 to try and not have a kinda wacky 2d12 at the start. Does that sound reasonable? Also your cool knife would be 1d8 (not counting a sneak attack) Huka Depending on if your slug rifle is single or automatic will depend if it falls into the 'precision' weapon category. But if its single itl be 1d10 or 3d4 if automatic. And the bayonet damage is good since big rhino man. And for the important question; my thinking for a starting place is near the start of Vanilla Destiny. So the Dark Heart still pumping. Is that ok for everyone or is there a specific time you are wanting? Also anyone else is free to join if they want but I'll probably have it five-six or less till we get a little ways in. Hmm...decisions, decisions. While I imagine his slug rifle (the long barrel variant in the concept art) to be a single-firing mini-cannon -oo~ that might be modded like an interchangeable weapon similar to a Republic Commando's DC-17m - I will take the 3d4 for now. Could I use my Str mod for the rough recoil?
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Post by SuperCommando on Jun 6, 2016 20:24:03 GMT -6
Some more questions came to mind.
First, like I mentioned in my last post I'd appreciate some DM assistance in determining what my equipment should be.
I've also been wondering about Guardian characters' Ghosts. Do we RP our own Ghost or will they be NPCs under the DM's control?
If we (Guardians) die, can our Ghosts just revive us? Or for gameplay purposes will death be permanent? Or maybe even could it be like in the actual video game where we can be revived in some places, but in other places where the Darkness is strong (aka Darkness Zones) death becomes permanent? (Undoubtedly indicating a difficult encounter or boss fight).
And what about transmat? Rather than needing a physical backpack to carry our equipment and loot like in fantasy D&D, can we have our inventory simply dematerialize into thin air, and then rematerialize it whenever we want? (Essentially, have our Ghost act as a Bag of Holding?)
On a related note, when we eventually acquire more weaponry can we freely switch between any of it? Like if I have my auto rifle out and want to switch to a Hand Cannon instead, can I "sheath" the rifle by making it disappear (transmated by my Ghost), and then "draw" my Hand Cannon, materilizing the weapon directly into my empty hand?
And at some point I'd like to acquire a one-handed firearm. Would you count Hand Cannons as one-handed weapons, or are they too large and unwieldy for that? In which case I'd be after a Sidearm then, a weapon class that isn't in the rules at present, so in that case could you be willing to create stats for Sidearms, please?
Also, since we can dual-wield melee weapons, can we dual-wield certain firearms (like Sidearms) as well?
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Faclan
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Post by Faclan on Jun 6, 2016 21:20:05 GMT -6
Huka Since they are a military culture I imagine some of their higher end guns are like that. But you just a newb exile so don't have somthing that shiny yet. Somthing to 'shoot' for to be sure :3 SuperCommando - Sorry I didn't see your call for assistance D: . But as a Titan you would likely have a backpack with basic supplies for you. Not really food since you're a tin head but stuff to help you. That can just be the adventurer pack filled with robot stuff. But you would also put your basic armor in there as well as a Sparrow Repair Kit. Besides that you can put in your ghost if you'd like or have that somewhere else on your sheet. And then anything like binoculars or communication gear or traps (unlikely since Titan). Pretty much what you think your Titan would carry to check out a settlement in slightly risky territory. - Death will depend on the species dying. None Guardians will collapse and start to bleed out (unless blown up) like in normal DnD. Guardians get to have a second chance because of your Ghost. But the issue with that is than while your ghost is reviving you its vulnerable (normally its 'hidden') and so if IT then gets destroyed youl start to bleed out like normal. There are exceptions for example like if you are separated or if your body is atomized but in general Guardians will auto stabilize if there are no enemies around to keep poking their bodies or Ghost and eventually get back up. Other species that don't have flying helpers have to do it the old fashioned way. But revived elsewhere I dont think so, just the teamwork and Ghosts to keep people fighting :> Hope that answers it. - The only thing that will be transmat like that is Sparrows since they seem to be held in a pocket thing by the Ghost till needed. Your (Guardian) weapons could also be like that but other items like sweet loot and rocks you pick up would probably need to be carried so its a bit more fair. Otherwise you could be carrying around 18 rocket launchers with no penalty. Maybe later in the game you can get a Ghost upgrade for that. So for now actually carrying weapons and later won't need to. - See earlier point. But at the moment they would be more old fashioned slung. Later you could just drop it and your Ghost would catch it. Maybe even start to reload it for you. - Talksis has one of them, a sidearm that is. The basic stats would be 1d6 (They will fluctuate for special ones or for example be burst) but yes you are able to duel wield them if you have two (maybe with a - to hit maybe not havn't decided yet). Exotics of them will actually be strong because I think the damage would always stay 1d6ish they would just fire more with burst or auto fire they would just have lower magazine sizes compared to primaries. But handcanons would be two handed since they are 'primary' - See above. Hope that helps. Feel free to keep asking more questions But we'l probably start tomorrow since people seem to be ok starting at Vanilla Destiny time.
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Faclan
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Post by Faclan on Jun 8, 2016 2:53:37 GMT -6
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Post by LaxKnight on Jun 8, 2016 3:52:18 GMT -6
I have something relating to weapons we carry. In the game a Guardian can carry 10 things in each weapon and armor slot (1 equipped, 9 extra). How about if a Guardian wants to switch weapons in a slot, like auto rifle to scout rifle, it takes a full turn for it to happen (simulating the fact that you have to go to the menu to do it) and maybe in the future upgrading your Ghost could reduce the time?
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Faclan
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Post by Faclan on Jun 8, 2016 4:41:55 GMT -6
I mentioned a bit of that in the last SC message I posted. But at the start you guys will need to physically carry your weapons till you get a bit of experience. Then you can pocket dimension a million guns later. Just your sparrows will be pocketed for you now.
Think of it as you gain levels your ghosts also gain levels and gets access to more sweet abilities.
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Post by Spartan 999 on Jun 8, 2016 10:07:00 GMT -6
No, Fac. I'm way too busy to join this kind of RP, sorry.
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Post by SuperCommando on Jun 8, 2016 11:11:17 GMT -6
My only concern is that I can't seem to think of a good name for my Exo Titan. Other then that I'm eager to start.
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Faclan
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Post by Faclan on Jun 8, 2016 23:12:51 GMT -6
Thats fine 999, thanks for responding and hope you get to relax from time to time. And sweet, shall go work on an opening post now! And for a name SC I think the Tin-heads have a somewhat normal name and then a numerical designation to either how many times they've been rebuilt or memory wiped. And your persons a titan so maybe something like; Atlas-11, Rhino-6, Jeremy-76, or SComm-2 (>.>)? Loads of stoof.
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Post by SuperCommando on Jun 14, 2016 9:45:15 GMT -6
Hey Fac, if you're waiting for me to post, please don't. Running into some serious writer's block. I wouldn't have anything important to contribute anyway other than "I zip around on my Sparrow", which we already know.
Maybe a new situation will spark something to write about.
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Faclan
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Post by Faclan on Jun 15, 2016 6:39:17 GMT -6
Alright SC, thanks for letting me know and I hope the muse returns to you in time
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Faclan
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Post by Faclan on Jun 18, 2016 4:25:41 GMT -6
Any muse or ideas for a post SuperCommando or want us to just keep going and youl hop in when you see an opportunity?
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